The Online Game Industry is an Excellent Way to Study the Economics of Fun

While scientists developed sensory-input devicesaccounts.Virtual economies are an integral part of
to mimic the sensations of a virtual world, thesynthetic worlds. The buying and selling of goods,
games industry eschewed this hardware-basedas the game's inhabitants go about their daily
approach in favour of creating alternative realitiesbusiness, lends realism and vibrancy to the virtual
through emotionally engaging software. "It turnsrealm. But in-game economies tend to be unusual
out that the way humans are made, thein several ways. They are run to maximise fun,
software-based approach seems to have muchnot growth or overall wellbeing. And inflation is
more success," writes Edward Castronova in anoften rampant, due to the convention that killing
illuminating guide to these new syntheticmonsters produces a cash reward and the supply
worlds.Millions of people now spend several hoursof monsters isunlimited in many games. As a
a week immersed in "massively multiplayer onlineresult, the value of in-game currency is constantly
role-playing games" (MMORPGs). These are oftenfalling and prices are constantly rising.Mr
Tolkienesque fantasy worlds in which playersCastronova's analysis of the economics of fun is
battle monsters, go on quests, and build up theirintriguing. Virtual-world economies are designed to
virtual power and wealth. Some synthetic worldsmake the resulting game interesting and enjoyable
are deliberately escapist; others are designed tofor their inhabitants. Many games follow a
be as lifelike and realistic as possible. Many have arags-to-riches storyline, for example. But how can
strong libertarian bent. Sociologists andall the players end up in the top 10%? Simple: the
anthropologists have written about MMORPGsupwardly mobile human players need only be a
before, but Mr Castronova looks at thesubset of the world's population. An underclass of
phenomenon from a new perspective:computer-controlled "bot" citizens, meanwhile,
economics.Mr Castronova's thesis is that thesestays poor for ever. Mr Castronova explains all
synthetic worlds are increasingly inter-twined withthis with clarity, wit and a merciful lack of
the real world. In particular, real-world trade ofacademic jargon.Some of his conclusions may
in-game items, swords, gold, potions, or evensound far-fetched. In particular, he suggests that
whole characters is flourishing in onlineas synthetic worlds continue to grow in popularity,
marketplaces such as eBay. World of Warcraftsubstantial numbers of people will choose to spend
Gold, EQ2 Gold, DAOC Plat and other gamelarge parts of their lives immersed in them. Some
currencies have been traded in dedicatedplayers could then fall victim to what Mr
webstores for many years. This means in-gameCastronova calls "toxic immersion", in which their
items and currency have real value. In 2002, Mrvirtual lives take precedence, to the detriment of
Castronova famously calculated the GNP pertheir real-world lives.But perhaps this is not so
capita of the fictional game-world of "EverQuest"implausible. It is already possible to make a living
as $2,000, comparable to that of Bulgaria, and farby working in a virtual world, as the "farmers"
higher than that of India or China. Furthermore, bydemonstrate. In one survey, 20% of MMORPG
"working" in the game to generate virtual wealthplayers said they regarded the game world as
and then selling the results for real money, it istheir "real" place of residence; Earth is just where
possible to generate about $3.50 perthey eat and sleep. In July, a South Korean man
hour.Companies in China pay thousands of people,died after a 50-hour MMORPG session. And the
known as "farmers", to play MMORPGs all day,Chinese government has recently tried to limit the
and then profit from selling the in-game goodsnumber of hours that can be spent playing
they generate to other players for realMMORPGs each day.As technology improves,
money.Land and other in-game property has beenplayers could make enough money to pay for the
sold for huge sums. In some Asian countries,upkeep of their real-world bodies while they
where MMORPGs are particularly popular, in-gameremain fully immersed in the virtual world. Mr
thefts and cheats have led to real-world arrestsCastronova is right when he concludes that "we
and legalaction. In one case in South Korea, theshould take a serious look at the game we have
police intervened when a hoard of in-game moneybegun to play."Richard Kingston, 14-year veteran
was stolen and sold, netting the thieves $1.3m.MMORPG player, is an internationally recognized
In-game money is, in short, no less real than theexpert on computer gaming, virtual markets.
dollars and pounds stored in conventional bank